/// <summary> /// 增加矿石 /// </summary> /// <param name="randomData"></param> /// <param name="addRate"></param> /// <param name="blockType"></param> /// <param name="startPosition"></param> public static void AddOre(uint randomData, float addRate, Vector3Int startPosition) { //生成概率 float addRateRandom = WorldRandTools.GetValue(startPosition, randomData); if (addRateRandom < addRate) { //高度 int range = 2; //不能直接用 startPosition 因为addRateRandom 的概率已经决定了他的值 int randomOre = WorldRandTools.Range(0, arrayBlockOre.Length, new Vector3(startPosition.x, 0, 0)); for (int x = -range; x < range; x++) { for (int y = -range; y < range; y++) { for (int z = -range; z < range; z++) { Vector3Int blockPosition = new Vector3Int(startPosition.x + x, startPosition.y + y, startPosition.z + z); float disTemp = Vector3Int.Distance(blockPosition, startPosition); if (blockPosition.y <= 3 || disTemp >= range - 0.5f) { continue; } WorldCreateHandler.Instance.manager.AddUpdateBlock(blockPosition, arrayBlockOre[randomOre]); } } } } }
/// <summary> /// 增加水池 /// </summary> /// <param name="randomData"></param> /// <param name="startPosition"></param> /// <param name="riverData"></param> public static void AddWaterPool(uint randomData, Vector3Int startPosition, BiomeForWaterPoolData riverData) { //生成概率 float addRate = WorldRandTools.GetValue(startPosition, randomData); if (addRate < riverData.addRate) { //高度 int depth = WorldRandTools.Range(riverData.minDepth, riverData.maxDepth, startPosition, 1); int size = WorldRandTools.Range(riverData.minSize, riverData.maxSize, startPosition, 101); Vector3Int tempPosition = startPosition; for (int z = -size; z <= size; z++) { for (int y = -depth; y <= 0; y++) { for (int x = -size; x <= size; x++) { Vector3Int currentPosition = tempPosition + new Vector3Int(x, y, z); float dis = Vector3.Distance(currentPosition, startPosition); if (tempPosition.y <= 0 || dis >= size) { continue; } WorldCreateHandler.Instance.manager.AddUpdateBlock(currentPosition.x, currentPosition.y, currentPosition.z, BlockTypeEnum.None); } } } } }
/// <summary> /// 增加普通的树 /// </summary> /// <param name="startPosition"></param> /// <param name="treeData"></param> public static void AddTree(uint randomData, Vector3Int startPosition, BiomeForTreeData treeData) { //生成概率 float addRate = WorldRandTools.GetValue(startPosition, randomData); if (addRate < treeData.addRate) { //高度 int treeHeight = WorldRandTools.Range(treeData.minHeight, treeData.maxHeight); for (int i = 0; i < treeHeight + 2; i++) { Vector3Int treeTrunkPosition = new(startPosition.x, startPosition.y + (i + 1), startPosition.z); //生成树干 if (i < treeHeight) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition, treeData.treeTrunk); } if (i > 2) { //最大范围 int range = treeData.leavesRange; if (i >= treeHeight) { //叶子在最顶层递减 range -= (i - treeHeight); if (range < 0) { range = 0; } } //生成叶子 for (int x = -range; x <= range; x++) { for (int z = -range; z <= range; z++) { if (x == startPosition.x && z == startPosition.z) { continue; } if (Math.Abs(x) == range || Math.Abs(z) == range) { //如果是边界 则有几率不生成 int randomLeaves = WorldRandTools.Range(0, 3); if (randomLeaves == 0) { continue; } } WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + x, treeTrunkPosition.y, treeTrunkPosition.z + z, treeData.treeLeaves); } } } } } }
/// <summary> /// 增加鲜花 /// </summary> /// <param name="randomData"></param> /// <param name="startPosition"></param> /// <param name="flowerData"></param> public static void AddFlower(uint randomData, Vector3Int startPosition, BiomeForPlantData flowerData) { float addRate = WorldRandTools.GetValue(startPosition, randomData); int flowerTypeNumber = WorldRandTools.Range(0, flowerData.listPlantType.Count); if (addRate < flowerData.addRate) { WorldCreateHandler.Instance.manager.AddUpdateBlock(startPosition.x, startPosition.y + 1, startPosition.z, flowerData.listPlantType[flowerTypeNumber]); } }
/// <summary> /// 生成枯木 /// </summary> /// <param name="randomData"></param> /// <param name="startPosition"></param> public static void AddDeadwood(uint randomData, float addRate, Vector3Int startPosition) { //生成概率 float addRateRandom = WorldRandTools.GetValue(startPosition, randomData); if (addRateRandom < addRate) { //高度 int treeHeight = WorldRandTools.Range(1, 4); Vector3Int treeDataPosition = startPosition; for (int i = 0; i < treeHeight; i++) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeDataPosition.x, treeDataPosition.y + i + 1, treeDataPosition.z, BlockTypeEnum.WoodDead, BlockDirectionEnum.UpForward); } } }
/// <summary> /// 增加仙人掌 /// </summary> /// <param name="randomData"></param> /// <param name="startPosition"></param> /// <param name="cactusData"></param> public static void AddCactus(uint randomData, Vector3Int startPosition, BiomeForTreeData cactusData) { //生成概率 float addRate = WorldRandTools.GetValue(startPosition, randomData); //高度 int treeHeight = WorldRandTools.Range(cactusData.minHeight, cactusData.maxHeight); if (addRate < cactusData.addRate) { for (int i = 0; i < treeHeight; i++) { Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (i + 1); //生成树干 if (i < treeHeight) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition, cactusData.treeTrunk); } } } }
/// <summary> /// 增加建筑 /// </summary> /// <param name="addRate"></param> /// <param name="randomData"></param> /// <param name="startPosition"></param> /// <param name="buildingType"></param> public static bool AddBuilding(float addRate, uint randomData, Vector3Int startPosition, BuildingTypeEnum buildingType) { float randomRate; if (addRate < 0.00001f) { //概率小于万分之一的用RandomTools int seed = WorldCreateHandler.Instance.manager.GetWorldSeed(); RandomTools randomTools = RandomUtil.GetRandom(seed, startPosition.x, startPosition.y, startPosition.z); //生成概率 randomRate = randomTools.NextFloat(); } else { randomRate = WorldRandTools.GetValue(startPosition, randomData); } if (randomRate < addRate) { BuildingInfoBean buildingInfo = BiomeHandler.Instance.manager.GetBuildingInfo(buildingType); List <BuildingBean> listBuildingData = buildingInfo.listBuildingData; int randomAngle = WorldRandTools.Range(0, 4, startPosition) * 90; for (int i = 0; i < listBuildingData.Count; i++) { BuildingBean buildingData = listBuildingData[i]; Vector3Int targetPosition = startPosition + buildingData.GetPosition(); float createRate = WorldRandTools.GetValue(targetPosition); if (buildingData.randomRate == 0 || createRate < buildingData.randomRate) { VectorUtil.GetRotatedPosition(startPosition, targetPosition, new Vector3(0, randomAngle, 0)); WorldCreateHandler.Instance.manager.AddUpdateBlock(targetPosition, buildingData.blockId, (BlockDirectionEnum)buildingData.direction); } } return(true); } return(false); }
/// <summary> /// 生成大树 /// </summary> /// <param name="startPosition"></param> /// <param name="treeData"></param> public static void AddTreeForBig(uint randomData, Vector3Int startPosition, BiomeForTreeData treeData) { //生成概率 float addRate = WorldRandTools.GetValue(startPosition, randomData); if (addRate < treeData.addRate) { //高度 int treeHeight = WorldRandTools.Range(treeData.minHeight, treeData.maxHeight); for (int i = 5; i < treeHeight + 3; i++) { //生成树叶 Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (i + 1); int range = treeData.leavesRange; if (i == treeHeight + 2) { range -= 1; } else if (i == 5) { range -= 1; } for (int x = -range; x <= range; x++) { for (int z = -range; z <= range; z++) { //生成概率 if (x == -range || x == range || z == -range || z == range) { int leavesRate = WorldRandTools.Range(0, 4); if (leavesRate == 0) { continue; } } WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + x, treeTrunkPosition.y, treeTrunkPosition.z + z, treeData.treeLeaves); } } } //生成树干 for (int i = 0; i < treeHeight; i++) { Vector3Int treeTrunkPosition = startPosition + Vector3Int.up * (i + 1); if (i == 0 || i == 1) { if (i == 0) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.LeftForward); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.RightForward); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z + 2, treeData.treeTrunk, BlockDirectionEnum.ForwardForward); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z - 2, treeData.treeTrunk, BlockDirectionEnum.BackForward); } WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 1, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 1, treeTrunkPosition.y, treeTrunkPosition.z - 1, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 1, treeTrunkPosition.y, treeTrunkPosition.z - 1, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 1, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk); } if (i > treeHeight - 3) { int isCreate = WorldRandTools.Range(0, 4); if (isCreate == 1) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.LeftForward); } isCreate = WorldRandTools.Range(0, 4); if (isCreate == 1) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 2, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk, BlockDirectionEnum.RightForward); } isCreate = WorldRandTools.Range(0, 4); if (isCreate == 1) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z + 2, treeData.treeTrunk, BlockDirectionEnum.ForwardForward); } isCreate = WorldRandTools.Range(0, 4); if (isCreate == 1) { WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z - 2, treeData.treeTrunk, BlockDirectionEnum.BackForward); } } WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x - 1, treeTrunkPosition.y, treeTrunkPosition.z, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x + 1, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z + 1, treeData.treeTrunk); WorldCreateHandler.Instance.manager.AddUpdateBlock(treeTrunkPosition.x, treeTrunkPosition.y, treeTrunkPosition.z - 1, treeData.treeTrunk); } } }